Added clang-tidy config.
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@@ -30,11 +30,11 @@ void TexturedQuadApp::init(const AppInitArgs& args)
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Application::init(args);
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// create shaders
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sdlpp::GPUShader vertexShader = loadShader("shaders/glsl/textured_triangles_from_buffer.vert.spv", {
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const sdlpp::GPUShader vertexShader = loadShader("shaders/glsl/textured_triangles_from_buffer.vert.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::VERTEX
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});
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sdlpp::GPUShader fragmentShader = loadShader("shaders/glsl/color_from_texture.frag.spv", {
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const sdlpp::GPUShader fragmentShader = loadShader("shaders/glsl/color_from_texture.frag.spv", {
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.format = sdlpp::GPUShaderFormat::SPIRV,
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.stage = sdlpp::GPUShaderStage::FRAGMENT,
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.numSamplers = 1,
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@@ -114,7 +114,7 @@ void TexturedQuadApp::update(const AppUpdateArgs& args)
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sdlpp::GPUCommandBuffer cmdBuffer = mDevice.acquireCommandBuffer();
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Uint32 swapchainWidth = 0, swapchainHeight = 0;
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sdlpp::GPUTexture swapchainTexture = cmdBuffer.acquireSwapchainTexture(mWindow, swapchainWidth, swapchainHeight);
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const sdlpp::GPUTexture swapchainTexture = cmdBuffer.acquireSwapchainTexture(mWindow, swapchainWidth, swapchainHeight);
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std::array colorTargets = {sdlpp::GPUColorTargetInfo{
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.texture = swapchainTexture,
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.clearColor = {.r = 1.f, .g = 0.f, .b = 0.f, .a = 1.f},
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